I saw the EA strenghts being fighters and broadsides with decent hull strength
Earlier EA, maybe.....but by crusade era humanity has got a lot more advanced in its hardware.
You took
Poseidon
Yes, all right, it's got all-round guns. But here's the thing:
It's a carrier. It's not bad in a fight compared to how it was in 1st edition, but it's carrying not too far short of a war point of starfuries...as a result it is not capable of holding off an equivalent weight ship in a fight. Let the narns start hitting it with mag gun fire and it's going to get turned to jam. It's value is in the support it provides to its two dozen (!) fighter flights and its command bonus - not its ability to kick stuff.
Warlock
Not a broadside fighter. Look at the stats again. It has forward guns, in spades, but to the flank it kicks out no more firepower than a Nova-class. The warlock needs to keep stuff in its forward arc - putting it out on one flank and advancing it diagonally across the table helps.
2 Apollo's
I've never used apollo strike cruisers, so can't comment, but regular apollos are there to provide missile fire. From
long range. They have no secondary guns you want to get in range. Keep them at the back, near the centre, moving in a sort of three-quarter aspect to allow you to keep firing the forward and flank racks wherever possible. Don't try and close the range.
8 Chronos
Look at their stats again.....they have all round guns, but don't mistake that for multi-directional weapons. A Nova-class has vicious firepower in every direction and the more arcs are firing, the better. A Chronos-class has a handful of popguns in any direction and one fat railgun turret on top.
That is the main gun. It may fire in any direction but it still only fires once. As a result, you don't want chronos getting caught in crossfires - instead the turret mount allows you to flank enemies, and use your manouvrability to avoid enemy arcs of fire without worrying about your own.
3 other patrol ships
These are either Hermes - which should again be holding the range open to use those missile racks - or Myrmidons, which want to concentrate on one target...again, they have a turret and a forward gun - no flank batteries.
and a bunch of extra fighter flights
Which will carve frazis apart - and not to mention that the more advanced crusade-era ships tend to be well supplied with flak. Here's a secret - you
want him to nuke your fighters with energy mines. Don't offer too many of them up as a single target, but if he uses those one-use energy mines to take out 'furies, he's not using those triple damage, armour piercing nukes on your capital ships.
Put simply, close those starfuries on him at speed. If he drops nukes on them, suck it up - he's using one shot mega weapons to kill a few fighters; you have a supercarrier, a destroyer and some additional wings so there's a cackload more where they came from (and, given the Fleet carrier trait they might be back anyway).
The safest place for your fighters is at close quarters with the narn, where he can't use his mines without blowing his own ships apart, and his only hope is a (distinctly one-sided) dogfight between frazis and superior numbers of aurora starfuries.
As far as capital ships go, though, there's not one ship in there (unless those are strike apollos) that really wants to be heading into the centre of an enemy fleet - flank them with turret-armed ships, and hold the distance as long as possible with missile and laser boats.